Date: Monday, March 30th, Time: 9:00 - 12:30 and 13:30 - 17:00, Room: 00.13.009A
Presenters
T. Hammond, B. Paulson, B. Eoff, A. Wolin, P. Corey, P. Taele, and J. Johnston
Abstract
This tutorial will provide participants with an introduction to sketch recognition. Participants will learn about a myriad of sketch recognition algorithms that rely on drawing style, geometry, context, timing, bitmap, and other features, and the techniques used to recognize sketches from these features including rule-based, linear and quadratic, HMM, Bayesian Network and other based classification algorithms. User interface techniques and issues will also be addressed, such as beautification and editing of diagrams. Participants will walk away with an overall understanding of the pitfalls and advantages of the different techniques and features, as well as an idea of how to implement them. Participants will be provided with a CD with videos and demos showing the different types of recognizers, to allow interactive learning throughout the tutorial.
Date: Monday, March 30th, Time: 9:00 - 12:30 and 13:30 - 17:00, Room: HS3
Presenters
S. Donikian, N. Magnenat-Thalmann, J. Pettré, D. Thalmann
Abstract
Crowds are part of our everyday life experience and essential when working with realistic interactive environments. Domains of application for such simulations range from populating artificial cities to entertainment, and virtual reality exposure therapy for crowd phobia. We mainly focus on real-time applications where the visual uniqueness of the characters composing a crowd is paramount. On the one hand, it is required to display several thousands of virtual humans at high frame rates. On the other hand, each character has to be different from all others, and its visual quality highly detailed. Variety in rendering is defined as having different forms or types and is necessary to create believable and reliable crowds in opposition to uniform crowds. For a human crowd, variation can come from the following aspects: gender, age, morphology, head, kind of clothes, color of clothes and behaviors. The tutorial will be divided into four parts: 1) The Creation of individualized population, 2) The Individualized versus collective behaviours, 3) the Individualized Path Planning and Navigation, and 4) The impact of individualized crowds on rendering.
Date: Monday, March 30th, Time: 9:00 - 12:30, Room: HS2
Presenters
O. Sorkine and M. Botsch
Abstract
We present a tutorial that covers the latest research advances in interactive 3D shape modeling and deformation, a highly relevant topic for CAGD, engineering applications, and computer animation for movies or games. We focus on the essence of the underlying theory and principles, as well as the practical aspects of algorithm design and development involved in interactive shape editing. Our presentation is meant to be comparative, juxtaposing various recently proposed approaches and revealing their pros and cons in different modeling scenarios. As such, our class is intended for both researchers and practitioners, helping to sift through the large body of work on interactive modeling by a systematic, hands-on overview.
Date: Monday, March 30th, Time: 13:30 - 17:00, Room: HS2
Presenters
T. Ropinski, C. Rezk-Salama, M. Hadwiger and P. Ljung
Abstract
GPU-based ray-casting techniques are becoming more and more important for the visualization of volume data in medicine and engineering. Thanks to their flexibility and accuracy, they will likely replace existing slice-based techniques in the near future. This tutorial targets the growing number of developers and scientific researchers who work with specialized volume visualization algorithms on state-of-the-art graphics hardware. Starting with a brief introduction to the concepts behind GPU-based ray-casting, we will review existing techniques capable to accelerate the rendering performance. These acceleration techniques are the key issue for supporting advanced illumination models, since these models usually consume more rendering time. In contrast to commonly used local illumination models, advanced illumination models allow to incorporate the light interactions between neighboring structures. Such effects include soft and hard shadows as well as translucency and multiple scattering. The tutorial focuses strongly upon those effects, which support improved spatial comprehension and are thus relevant for scientific visualization from a perceptual point of view, but it also covers topics more related to visual arts.
Date: Tuesday, March 31st, Time: 12:00 - 13:30 and 15:00 - 16:30, Room: HS2
Presenters
B. Adams and M. Wicke
Abstract
This tutorial is divided in two major parts. In the first session, we will discuss two meshless approximation methods that are popular in computer graphics. First, we will derive the equations for Smoothed Particle Hydrodynamics (SPH), a technique that is commonly used in computer graphics for particle-based fluid simulation. Next, we will discuss an alternative meshless approximation method that has higher order consistency and is based on Moving Least Squares (MLS) approximations. The latter method was introduced in computer graphics for elastic solid simulation. We conclude the first session with a summary and comparison of both methods. In the second part, we will focus on computer graphics applications that employ aforementioned methods. We will first detail a simple particle-based fluid simulation algorithm starting from the Navier-Stokes momentum equation and the SPH approximation method. Next, we will discuss elastic solid simulation in depth and show how the same principles can be used for interactive shape and motion modeling. We will give detailed derivations of the governing equations and will give practical implementation tips as well as source code throughout the tutorial. Both sessions will include interactive demos as well as movie material from research papers published by the authors. Source code for the examples and demos will be provided to the attendees.
Date: Tuesday, March 31st, Time: 12:00 - 13:30 and 15:00 - 16:30, Room: HS3
Presenters
N. Magnenat-Thalmann, J. Schmid, H. Delingette, A. Giachetti and M. Agus
Abstract
In this tutorial, we will present the current research issues towards the creation of patient-specifc anatomical models and their functional simulation. Various topics in medical modelling/simulation will be addressed, focusing on computer-graphics based approaches, such as deformable models in image segmentation, data fusion, interactive physically-based simulation and cost-efficient visualization. Examples will be given in the musculoskeletal, cardiac and neurological domains. All speakers are partners of the EU project “3D Anatomical Human” led by MIRALab - University of Geneva.
Date: Tuesday, March 31st, Time: 12:00 - 13:30 and 15:00 - 16:30, Room: 00.13.009A
Presenters
M. Muller
Abstract
In this tutorial, we study fundamental algorithms and concepts for the analysis, classifiation, indexing, and retrieval of time-dependent data streams considering motion capture data as well as waveform-based music data as examples. Important aspects concern the design of suitable features, the notion of similarity used to compare data streams, as well as data organization. One general goal of this tutorial is to highlight the interplay between modeling, experimentation, and mathematical theory as well as to give some insights into active research fields.